private void ChangeStatus() { gameObject.SetActive(!gameObject.activeSelf); //Debug purpose only if (showOneShotCoroutine) { OneShotCoroutine.useEmptyNames = false; OneShotCoroutine.hiddenInHierarchy = false; } OneShotCoroutine.PlayDelayedAction(ChangeStatus, waitOneSecond); //Debug purpose only if (showOneShotCoroutine) { OneShotCoroutine.useEmptyNames = true; OneShotCoroutine.hiddenInHierarchy = true; } }